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") 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format("woff");
        }

        *,
        *:before,
        *:after {
            -webkit-user-select: none;
            -moz-user-select: none;
            user-select: none;
            box-sizing: border-box;
            cursor: inherit;
            margin: 0;
            padding: 0;
            outline: none;
            font-size: inherit;
            font-family: inherit;
            font-weight: inherit;
            font-style: inherit;
            text-transform: uppercase;
        }

        *:focus {
            outline: none;
        }

        html {
            -webkit-tap-highlight-color: transparent;
            -webkit-text-size-adjust: 100%;
            -webkit-font-smoothing: antialiased;
            -moz-osx-font-smoothing: grayscale;
            -ms-text-size-adjust: 100%;
            -webkit-text-size-adjust: 100%;
            overflow: hidden;
            height: 100%;
        }

        body {
            font-family: "BungeeFont", sans-serif;
            font-weight: normal;
            font-style: normal;
            line-height: 1;
            cursor: default;
            overflow: hidden;
            height: 100%;
            font-size: 5rem;
        }

        .icon {
            display: inline-block;
            font-size: inherit;
            overflow: visible;
            vertical-align: -0.125em;
            preserveAspectRatio: none;
        }

        .range {
            position: relative;
            width: 14em;
            z-index: 1;
            opacity: 0;
        }

        .range:not(:last-child) {
            margin-bottom: 2em;
        }

        .range__label {
            position: relative;
            font-size: 0.9em;
            line-height: 0.75em;
            padding-bottom: 0.5em;
            z-index: 2;
        }

        .range__track {
            position: relative;
            height: 1em;
            margin-left: 0.5em;
            margin-right: 0.5em;
            z-index: 3;
        }

        .range__track-line {
            position: absolute;
            background: rgba(0, 0, 0, 0.2);
            height: 2px;
            top: 50%;
            margin-top: -1px;
            left: -0.5em;
            right: -0.5em;
            transform-origin: left center;
        }

        .range__handle {
            position: absolute;
            width: 0;
            height: 0;
            top: 50%;
            left: 0;
            cursor: pointer;
            z-index: 1;
        }

        .range__handle div {
            transition: background 500ms ease;
            position: absolute;
            left: 0;
            top: 0;
            width: 0.9em;
            height: 0.9em;
            border-radius: 0.2em;
            margin-left: -0.45em;
            margin-top: -0.45em;
            background: #41aac8;
            border-bottom: 2px solid rgba(0, 0, 0, 0.2);
        }

        .range.is-active .range__handle div {
            transform: scale(1.25);
        }

        .range__handle:after {
            content: "";
            position: absolute;
            left: 0;
            top: 0;
            width: 3em;
            height: 3em;
            margin-left: -1.5em;
            margin-top: -1.5em;
        }

        .range__list {
            display: flex;
            flex-flow: row nowrap;
            justify-content: space-between;
            position: relative;
            padding-top: 0.5em;
            font-size: 0.55em;
            color: rgba(0, 0, 0, 0.5);
            z-index: 1;
        }

        .stats {
            position: relative;
            width: 14em;
            z-index: 1;
            display: flex;
            justify-content: space-between;
            opacity: 0;
        }

        .stats:not(:last-child) {
            margin-bottom: 1.5em;
        }

        .stats i {
            display: inline-block;
            color: rgba(0, 0, 0, 0.5);
            font-size: 0.9em;
        }

        .stats b {
            display: inline-block;
            font-size: 0.9em;
        }

        .text {
            position: absolute;
            left: 0;
            right: 0;
            text-align: center;
            line-height: 0.75;
            perspective: 100rem;
            opacity: 0;
        }

        .text i {
            display: inline-block;
            opacity: 0;
            white-space: pre-wrap;
        }

        .text--title {
            bottom: 75%;
            font-size: 4.4em;
            height: 1.2em;
        }

        .text--title span {
            display: block;
        }

        .text--title span:first-child {
            font-size: 0.5em;
            margin-bottom: 0.2em;
        }

        .text--note {
            top: 87%;
            font-size: 1em;
        }

        .text--timer {
            bottom: 78%;
            font-size: 3.5em;
            line-height: 1;
        }

        .text--complete,
        .text--best-time {
            font-size: 1.5em;
            top: 83%;
            line-height: 1em;
        }

        .btn {
            -webkit-appearance: none;
            -moz-appearance: none;
            appearance: none;
            background-color: transparent;
            border-radius: 0;
            border-width: 0;
            position: absolute;
            pointer-events: none;
            font-size: 1.2em;
            color: rgba(0, 0, 0, 0.25);
            opacity: 0;
        }

        .btn:after {
            position: absolute;
            content: "";
            width: 3em;
            height: 3em;
            left: 50%;
            top: 50%;
            margin-left: -1.5em;
            margin-top: -1.5em;
            border-radius: 100%;
        }

        .btn--bl {
            bottom: 0.8em;
            left: 0.8em;
        }

        .btn--br {
            bottom: 0.8em;
            right: 0.8em;
        }

        .btn--bc {
            bottom: 0.8em;
            left: calc(50% - 0.5em);
        }

        .btn svg {
            display: block;
        }

        .ui {
            pointer-events: none;
            color: #070d15;
        }

        .ui,
        .ui__background,
        .ui__game,
        .ui__texts,
        .ui__prefs,
        .ui__stats,
        .ui__buttons {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }

        .ui__background {
            z-index: 1;
            transition: background 500ms ease;
            background: #d1d5db;
        }

        .ui__background:after {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            content: "";
            background-image: linear-gradient(to bottom, white 50%, rgba(255, 255, 255, 0) 100%);
        }

        .ui__game {
            pointer-events: all;
            z-index: 2;
        }

        .ui__game canvas {
            display: block;
            width: 100%;
            height: 100%;
        }

        .ui__texts {
            z-index: 3;
        }

        .ui__prefs,
        .ui__stats {
            display: flex;
            flex-flow: column nowrap;
            justify-content: center;
            align-items: center;
            overflow: hidden;
            z-index: 4;
        }

        .ui__buttons {
            z-index: 5;
        }

        .ui__notification {
            transition: transform 500ms ease, opacity 500ms ease;
            font-family: sans-serif;
            position: absolute;
            left: 50%;
            bottom: 0.6em;
            padding: 0.6em;
            margin-left: -9.4em;
            width: 18.8em;
            z-index: 6;
            background: rgba(17, 17, 17, 0.9);
            border-radius: 0.8em;
            display: flex;
            align-items: center;
            flex-flow: row nowrap;
            color: #fff;
            user-select: none;
            opacity: 0;
            pointer-events: none;
            transform: translateY(100%);
        }

        .ui__notification.is-active {
            opacity: 1;
            pointer-events: all;
            transform: none;
        }

        .ui__notification * {
            text-transform: none;
        }

        .ui__notification-icon {
            background-size: 100% 100%;
            left: 0.6em;
            top: 0.6em;
            width: 2.8em;
            height: 2.8em;
            border-radius: 0.5em;
            background: #fff;
            margin-right: 0.6em;
            display: block;
        }

        .ui__notification-text {
            font-size: 0.75em;
            line-height: 1.4em;
        }

        .ui__notification-text .icon {
            color: #4f82fd;
            font-size: 1.1em;
        }

        .ui__notification-text b {
            font-weight: 700;
        }

        .btn--stats {
            visibility: hidden;
        }
    </style>
</head>

<body>
    <!-- from: https://bsehovac.github.io/the-cube/ -->

    <div class="ui">

        <div class="ui__background"></div>

        <div class="ui__game"></div>

        <div class="ui__texts">
            <h1 class="text text--title">
                <span>在线魔方小应用</span>
            </h1>
            <div class="text text--note">
                双击开始计时
            </div>
            <div class="text text--timer">
                0:00
            </div>
            <div class="text text--complete">
                <span>Complete!</span>
            </div>
            <div class="text text--best-time">
                <icon trophy></icon>
                <span>Best Time!</span>
            </div>
        </div>

        <div class="ui__prefs">
            <range name="flip" title="Flip Type" list="Swift&nbsp;,Smooth,Bounce"></range>
            <range name="scramble" title="Scramble Length" list="20,25,30"></range>
            <range name="fov" title="Camera Angle" list="Ortographic,Perspective"></range>
            <range name="theme" title="Color Scheme" list="Cube,Erno,Dust,Camo,Rain"></range>
        </div>

        <div class="ui__stats">
            <div class="stats" name="total-solves">
                <i>Total solves:</i><b>-</b>
            </div>
            <div class="stats" name="best-time">
                <i>Best time:</i><b>-</b>
            </div>
            <div class="stats" name="worst-time">
                <i>Worst time:</i><b>-</b>
            </div>
            <div class="stats" name="average-5">
                <i>Average of 5:</i><b>-</b>
            </div>
            <div class="stats" name="average-12">
                <i>Average of 12:</i><b>-</b>
            </div>
            <div class="stats" name="average-25">
                <i>Average of 25:</i><b>-</b>
            </div>
        </div>

        <div class="ui__buttons">
            <button class="btn btn--bl btn--stats">
                <icon trophy></icon>
            </button>
            <button class="btn btn--br btn--prefs">
                <icon settings></icon>
            </button>
            <button class="btn btn--bl btn--back">
                <icon back></icon>
            </button>
        </div>

    </div>

    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/95/three.min.js"></script>

    <script>
        const animationEngine = (() => {

            let uniqueID = 0;

            class AnimationEngine {

                constructor() {

                    this.ids = [];
                    this.animations = {};
                    this.update = this.update.bind(this);
                    this.raf = 0;
                    this.time = 0;

                }

                update() {

                    const now = performance.now();
                    const delta = now - this.time;
                    this.time = now;

                    let i = this.ids.length;

                    this.raf = i ? requestAnimationFrame(this.update) : 0;

                    while (i--)
                        this.animations[this.ids[i]] && this.animations[this.ids[i]].update(delta);

                }

                add(animation) {

                    animation.id = uniqueID++;

                    this.ids.push(animation.id);
                    this.animations[animation.id] = animation;

                    if (this.raf !== 0) return;

                    this.time = performance.now();
                    this.raf = requestAnimationFrame(this.update);

                }

                remove(animation) {

                    const index = this.ids.indexOf(animation.id);

                    if (index < 0) return;

                    this.ids.splice(index, 1);
                    delete this.animations[animation.id];
                    animation = null;

                }

            }

            return new AnimationEngine();

        })();

        class Animation {

            constructor(start) {

                if (start === true) this.start();

            }

            start() {

                animationEngine.add(this);

            }

            stop() {

                animationEngine.remove(this);

            }

            update(delta) { }

        }

        class World extends Animation {

            constructor(game) {

                super(true);

                this.game = game;

                this.container = this.game.dom.game;
                this.scene = new THREE.Scene();

                this.renderer = new THREE.WebGLRenderer({
                    antialias: true,
                    alpha: true
                });
                this.renderer.setPixelRatio(window.devicePixelRatio);
                this.container.appendChild(this.renderer.domElement);

                this.camera = new THREE.PerspectiveCamera(2, 1, 0.1, 10000);

                this.stage = {
                    width: 2,
                    height: 3
                };
                this.fov = 10;

                this.createLights();

                this.onResize = [];

                this.resize();
                window.addEventListener('resize', () => this.resize(), false);

            }

            update() {

                this.renderer.render(this.scene, this.camera);

            }

            resize() {

                this.width = this.container.offsetWidth;
                this.height = this.container.offsetHeight;

                this.renderer.setSize(this.width, this.height);

                this.camera.fov = this.fov;
                this.camera.aspect = this.width / this.height;

                const aspect = this.stage.width / this.stage.height;
                const fovRad = this.fov * THREE.Math.DEG2RAD;

                let distance = (aspect < this.camera.aspect) ? (this.stage.height / 2) / Math.tan(fovRad / 2) : (this.stage.width / this.camera.aspect) / (2 * Math.tan(fovRad / 2));

                distance *= 0.5;

                this.camera.position.set(distance, distance, distance);
                this.camera.lookAt(this.scene.position);
                this.camera.updateProjectionMatrix();

                const docFontSize = (aspect < this.camera.aspect) ? (this.height / 100) * aspect : this.width / 100;

                document.documentElement.style.fontSize = docFontSize + 'px';

                if (this.onResize) this.onResize.forEach(cb => cb());

            }

            createLights() {

                this.lights = {
                    holder: new THREE.Object3D,
                    ambient: new THREE.AmbientLight(0xffffff, 0.69),
                    front: new THREE.DirectionalLight(0xffffff, 0.36),
                    back: new THREE.DirectionalLight(0xffffff, 0.19),
                };

                this.lights.front.position.set(1.5, 5, 3);
                this.lights.back.position.set(-1.5, -5, -3);

                this.lights.holder.add(this.lights.ambient);
                this.lights.holder.add(this.lights.front);
                this.lights.holder.add(this.lights.back);

                this.scene.add(this.lights.holder);

            }

            enableShadows() {

                this.renderer.shadowMap.enabled = true;
                this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;

                this.lights.front.castShadow = true;

                this.lights.front.shadow.mapSize.width = 512;
                this.lights.front.shadow.mapSize.height = 512;

                var d = 1.5;

                this.lights.front.shadow.camera.left = -d;
                this.lights.front.shadow.camera.right = d;
                this.lights.front.shadow.camera.top = d;
                this.lights.front.shadow.camera.bottom = -d;

                this.lights.front.shadow.camera.near = 1;
                this.lights.front.shadow.camera.far = 9;

                this.game.cube.holder.traverse(node => {

                    if (node instanceof THREE.Mesh) {

                        node.castShadow = true;
                        node.receiveShadow = true;

                    }

                });

            }

        }

        function RoundedBoxGeometry(size, radius, radiusSegments) {

            THREE.BufferGeometry.call(this);

            this.type = 'RoundedBoxGeometry';

            radiusSegments = !isNaN(radiusSegments) ? Math.max(1, Math.floor(radiusSegments)) : 1;

            var width, height, depth;

            width = height = depth = size;
            radius = size * radius;

            radius = Math.min(radius, Math.min(width, Math.min(height, Math.min(depth))) / 2);

            var edgeHalfWidth = width / 2 - radius;
            var edgeHalfHeight = height / 2 - radius;
            var edgeHalfDepth = depth / 2 - radius;

            this.parameters = {
                width: width,
                height: height,
                depth: depth,
                radius: radius,
                radiusSegments: radiusSegments
            };

            var rs1 = radiusSegments + 1;
            var totalVertexCount = (rs1 * radiusSegments + 1) << 3;

            var positions = new THREE.BufferAttribute(new Float32Array(totalVertexCount * 3), 3);
            var normals = new THREE.BufferAttribute(new Float32Array(totalVertexCount * 3), 3);

            var
                cornerVerts = [],
                cornerNormals = [],
                normal = new THREE.Vector3(),
                vertex = new THREE.Vector3(),
                vertexPool = [],
                normalPool = [],
                indices = [];

            var
                lastVertex = rs1 * radiusSegments,
                cornerVertNumber = rs1 * radiusSegments + 1;

            doVertices();
            doFaces();
            doCorners();
            doHeightEdges();
            doWidthEdges();
            doDepthEdges();

            function doVertices() {

                var cornerLayout = [
                    new THREE.Vector3(1, 1, 1),
                    new THREE.Vector3(1, 1, -1),
                    new THREE.Vector3(-1, 1, -1),
                    new THREE.Vector3(-1, 1, 1),
                    new THREE.Vector3(1, -1, 1),
                    new THREE.Vector3(1, -1, -1),
                    new THREE.Vector3(-1, -1, -1),
                    new THREE.Vector3(-1, -1, 1)
                ];

                for (var j = 0; j < 8; j++) {

                    cornerVerts.push([]);
                    cornerNormals.push([]);

                }

                var PIhalf = Math.PI / 2;
                var cornerOffset = new THREE.Vector3(edgeHalfWidth, edgeHalfHeight, edgeHalfDepth);

                for (var y = 0; y <= radiusSegments; y++) {

                    var v = y / radiusSegments;
                    var va = v * PIhalf;
                    var cosVa = Math.cos(va);
                    var sinVa = Math.sin(va);

                    if (y == radiusSegments) {

                        vertex.set(0, 1, 0);
                        var vert = vertex.clone().multiplyScalar(radius).add(cornerOffset);
                        cornerVerts[0].push(vert);
                        vertexPool.push(vert);
                        var norm = vertex.clone();
                        cornerNormals[0].push(norm);
                        normalPool.push(norm);
                        continue;

                    }

                    for (var x = 0; x <= radiusSegments; x++) {

                        var u = x / radiusSegments;
                        var ha = u * PIhalf;
                        vertex.x = cosVa * Math.cos(ha);
                        vertex.y = sinVa;
                        vertex.z = cosVa * Math.sin(ha);

                        var vert = vertex.clone().multiplyScalar(radius).add(cornerOffset);
                        cornerVerts[0].push(vert);
                        vertexPool.push(vert);

                        var norm = vertex.clone().normalize();
                        cornerNormals[0].push(norm);
                        normalPool.push(norm);

                    }

                }

                for (var i = 1; i < 8; i++) {

                    for (var j = 0; j < cornerVerts[0].length; j++) {

                        var vert = cornerVerts[0][j].clone().multiply(cornerLayout[i]);
                        cornerVerts[i].push(vert);
                        vertexPool.push(vert);

                        var norm = cornerNormals[0][j].clone().multiply(cornerLayout[i]);
                        cornerNormals[i].push(norm);
                        normalPool.push(norm);

                    }

                }

            }


            // weave corners ====================================

            function doCorners() {

                var flips = [
                    true,
                    false,
                    true,
                    false,
                    false,
                    true,
                    false,
                    true
                ];

                var lastRowOffset = rs1 * (radiusSegments - 1);

                for (var i = 0; i < 8; i++) {

                    var cornerOffset = cornerVertNumber * i;

                    for (var v = 0; v < radiusSegments - 1; v++) {

                        var r1 = v * rs1; //row offset
                        var r2 = (v + 1) * rs1; //next row

                        for (var u = 0; u < radiusSegments; u++) {

                            var u1 = u + 1;
                            var a = cornerOffset + r1 + u;
                            var b = cornerOffset + r1 + u1;
                            var c = cornerOffset + r2 + u;
                            var d = cornerOffset + r2 + u1;

                            if (!flips[i]) {

                                indices.push(a);
                                indices.push(b);
                                indices.push(c);

                                indices.push(b);
                                indices.push(d);
                                indices.push(c);

                            } else {

                                indices.push(a);
                                indices.push(c);
                                indices.push(b);

                                indices.push(b);
                                indices.push(c);
                                indices.push(d);

                            }

                        }

                    }

                    for (var u = 0; u < radiusSegments; u++) {

                        var a = cornerOffset + lastRowOffset + u;
                        var b = cornerOffset + lastRowOffset + u + 1;
                        var c = cornerOffset + lastVertex;

                        if (!flips[i]) {

                            indices.push(a);
                            indices.push(b);
                            indices.push(c);

                        } else {

                            indices.push(a);
                            indices.push(c);
                            indices.push(b);

                        }

                    }

                }

            }

            function doFaces() {

                var a = lastVertex; // + cornerVertNumber * 0;
                var b = lastVertex + cornerVertNumber; // * 1;
                var c = lastVertex + cornerVertNumber * 2;
                var d = lastVertex + cornerVertNumber * 3;

                indices.push(a);
                indices.push(b);
                indices.push(c);
                indices.push(a);
                indices.push(c);
                indices.push(d);

                a = lastVertex + cornerVertNumber * 4; // + cornerVertNumber * 0;
                b = lastVertex + cornerVertNumber * 5; // * 1;
                c = lastVertex + cornerVertNumber * 6;
                d = lastVertex + cornerVertNumber * 7;

                indices.push(a);
                indices.push(c);
                indices.push(b);
                indices.push(a);
                indices.push(d);
                indices.push(c);

                a = 0;
                b = cornerVertNumber;
                c = cornerVertNumber * 4;
                d = cornerVertNumber * 5;

                indices.push(a);
                indices.push(c);
                indices.push(b);
                indices.push(b);
                indices.push(c);
                indices.push(d);

                a = cornerVertNumber * 2;
                b = cornerVertNumber * 3;
                c = cornerVertNumber * 6;
                d = cornerVertNumber * 7;

                indices.push(a);
                indices.push(c);
                indices.push(b);
                indices.push(b);
                indices.push(c);
                indices.push(d);

                a = radiusSegments;
                b = radiusSegments + cornerVertNumber * 3;
                c = radiusSegments + cornerVertNumber * 4;
                d = radiusSegments + cornerVertNumber * 7;

                indices.push(a);
                indices.push(b);
                indices.push(c);
                indices.push(b);
                indices.push(d);
                indices.push(c);

                a = radiusSegments + cornerVertNumber;
                b = radiusSegments + cornerVertNumber * 2;
                c = radiusSegments + cornerVertNumber * 5;
                d = radiusSegments + cornerVertNumber * 6;

                indices.push(a);
                indices.push(c);
                indices.push(b);
                indices.push(b);
                indices.push(c);
                indices.push(d);

            }

            function doHeightEdges() {

                for (var i = 0; i < 4; i++) {

                    var cOffset = i * cornerVertNumber;
                    var cRowOffset = 4 * cornerVertNumber + cOffset;
                    var needsFlip = i & 1 === 1;

                    for (var u = 0; u < radiusSegments; u++) {

                        var u1 = u + 1;
                        var a = cOffset + u;
                        var b = cOffset + u1;
                        var c = cRowOffset + u;
                        var d = cRowOffset + u1;

                        if (!needsFlip) {

                            indices.push(a);
                            indices.push(b);
                            indices.push(c);
                            indices.push(b);
                            indices.push(d);
                            indices.push(c);

                        } else {

                            indices.push(a);
                            indices.push(c);
                            indices.push(b);
                            indices.push(b);
                            indices.push(c);
                            indices.push(d);

                        }

                    }

                }

            }

            function doDepthEdges() {

                var cStarts = [0, 2, 4, 6];
                var cEnds = [1, 3, 5, 7];

                for (var i = 0; i < 4; i++) {

                    var cStart = cornerVertNumber * cStarts[i];
                    var cEnd = cornerVertNumber * cEnds[i];

                    var needsFlip = 1 >= i;

                    for (var u = 0; u < radiusSegments; u++) {

                        var urs1 = u * rs1;
                        var u1rs1 = (u + 1) * rs1;

                        var a = cStart + urs1;
                        var b = cStart + u1rs1;
                        var c = cEnd + urs1;
                        var d = cEnd + u1rs1;

                        if (needsFlip) {

                            indices.push(a);
                            indices.push(c);
                            indices.push(b);
                            indices.push(b);
                            indices.push(c);
                            indices.push(d);

                        } else {

                            indices.push(a);
                            indices.push(b);
                            indices.push(c);
                            indices.push(b);
                            indices.push(d);
                            indices.push(c);

                        }

                    }

                }

            }

            function doWidthEdges() {

                var end = radiusSegments - 1;

                var cStarts = [0, 1, 4, 5];
                var cEnds = [3, 2, 7, 6];
                var needsFlip = [0, 1, 1, 0];

                for (var i = 0; i < 4; i++) {

                    var cStart = cStarts[i] * cornerVertNumber;
                    var cEnd = cEnds[i] * cornerVertNumber;

                    for (var u = 0; u <= end; u++) {

                        var a = cStart + radiusSegments + u * rs1;
                        var b = cStart + (u != end ? radiusSegments + (u + 1) * rs1 : cornerVertNumber - 1);

                        var c = cEnd + radiusSegments + u * rs1;
                        var d = cEnd + (u != end ? radiusSegments + (u + 1) * rs1 : cornerVertNumber - 1);

                        if (!needsFlip[i]) {

                            indices.push(a);
                            indices.push(b);
                            indices.push(c);
                            indices.push(b);
                            indices.push(d);
                            indices.push(c);

                        } else {

                            indices.push(a);
                            indices.push(c);
                            indices.push(b);
                            indices.push(b);
                            indices.push(c);
                            indices.push(d);

                        }

                    }

                }

            }

            var index = 0;

            for (var i = 0; i < vertexPool.length; i++) {

                positions.setXYZ(
                    index,
                    vertexPool[i].x,
                    vertexPool[i].y,
                    vertexPool[i].z
                );

                normals.setXYZ(
                    index,
                    normalPool[i].x,
                    normalPool[i].y,
                    normalPool[i].z
                );

                index++;

            }

            this.setIndex(new THREE.BufferAttribute(new Uint16Array(indices), 1));
            this.addAttribute('position', positions);
            this.addAttribute('normal', normals);

        }

        RoundedBoxGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
        RoundedBoxGeometry.constructor = RoundedBoxGeometry;

        function RoundedPlaneGeometry(size, radius, depth) {

            var x, y, width, height;

            x = y = -size / 2;
            width = height = size;
            radius = size * radius;

            const shape = new THREE.Shape();

            shape.moveTo(x, y + radius);
            shape.lineTo(x, y + height - radius);
            shape.quadraticCurveTo(x, y + height, x + radius, y + height);
            shape.lineTo(x + width - radius, y + height);
            shape.quadraticCurveTo(x + width, y + height, x + width, y + height - radius);
            shape.lineTo(x + width, y + radius);
            shape.quadraticCurveTo(x + width, y, x + width - radius, y);
            shape.lineTo(x + radius, y);
            shape.quadraticCurveTo(x, y, x, y + radius);

            const geometry = new THREE.ExtrudeBufferGeometry(
                shape, {
                depth: depth,
                bevelEnabled: false,
                curveSegments: 3
            }
            );

            return geometry;

        }

        class Cube {

            constructor(game) {

                this.game = game;

                this.geometry = {
                    pieceSize: 1 / 3,
                    pieceCornerRadius: 0.12,
                    edgeCornerRoundness: 0.15,
                    edgeScale: 0.82,
                    edgeDepth: 0.01,
                };

                this.holder = new THREE.Object3D();
                this.object = new THREE.Object3D();
                this.animator = new THREE.Object3D();
                this.holder.add(this.animator);
                this.animator.add(this.object);

                this.cubes = [];

                this.generatePositions();
                this.generateModel();

                this.pieces.forEach(piece => {

                    this.cubes.push(piece.userData.cube);
                    this.object.add(piece);

                });

                this.holder.traverse(node => {

                    if (node.frustumCulled) node.frustumCulled = false;

                });

                this.game.world.scene.add(this.holder);

            }

            reset() {

                this.game.controls.edges.rotation.set(0, 0, 0);

                this.holder.rotation.set(0, 0, 0);
                this.object.rotation.set(0, 0, 0);
                this.animator.rotation.set(0, 0, 0);

                this.pieces.forEach(piece => {

                    piece.position.copy(piece.userData.start.position);
                    piece.rotation.copy(piece.userData.start.rotation);

                });

            }

            generatePositions() {

                let x, y, z;

                this.positions = [];

                for (x = 0; x < 3; x++) {

                    for (y = 0; y < 3; y++) {

                        for (z = 0; z < 3; z++) {

                            let position = new THREE.Vector3(x - 1, y - 1, z - 1);
                            let edges = [];

                            if (x == 0) edges.push(0);
                            if (x == 2) edges.push(1);
                            if (y == 0) edges.push(2);
                            if (y == 2) edges.push(3);
                            if (z == 0) edges.push(4);
                            if (z == 2) edges.push(5);

                            position.edges = edges;

                            this.positions.push(position);

                        }

                    }

                }

            }

            generateModel() {

                this.pieces = [];
                this.edges = [];

                const pieceSize = 1 / 3;

                const mainMaterial = new THREE.MeshLambertMaterial();

                const pieceMesh = new THREE.Mesh(
                    new RoundedBoxGeometry(pieceSize, this.geometry.pieceCornerRadius, 3),
                    mainMaterial.clone()
                );

                const edgeGeometry = RoundedPlaneGeometry(
                    pieceSize,
                    this.geometry.edgeCornerRoundness,
                    this.geometry.edgeDepth);

                this.positions.forEach((position, index) => {

                    const piece = new THREE.Object3D();
                    const pieceCube = pieceMesh.clone();
                    const pieceEdges = [];

                    piece.position.copy(position.clone().divideScalar(3));
                    piece.add(pieceCube);
                    piece.name = index;
                    piece.edgesName = '';

                    position.edges.forEach(position => {

                        const edge = new THREE.Mesh(edgeGeometry, mainMaterial.clone());
                        const name = ['L', 'R', 'D', 'U', 'B', 'F'][position];
                        const distance = pieceSize / 2;

                        edge.position.set(
                            distance * [-1, 1, 0, 0, 0, 0][position],
                            distance * [0, 0, -1, 1, 0, 0][position],
                            distance * [0, 0, 0, 0, -1, 1][position]
                        );

                        edge.rotation.set(
                            Math.PI / 2 * [0, 0, 1, -1, 0, 0][position],
                            Math.PI / 2 * [-1, 1, 0, 0, 2, 0][position],
                            0
                        );

                        edge.scale.set(
                            this.geometry.edgeScale,
                            this.geometry.edgeScale,
                            this.geometry.edgeScale
                        );

                        edge.name = name;

                        piece.add(edge);
                        pieceEdges.push(name);
                        this.edges.push(edge);

                    });

                    piece.userData.edges = pieceEdges;
                    piece.userData.cube = pieceCube;

                    piece.userData.start = {
                        position: piece.position.clone(),
                        rotation: piece.rotation.clone(),
                    };

                    this.pieces.push(piece);

                });

            }

        }

        const Easing = {

            // Linear 1, Quad 2, Cubic 3, Quart 4, Quint 5

            Power: {

                In: power => {

                    power = Math.round(power || 1);

                    return t => Math.pow(t, power);

                },

                Out: power => {

                    power = Math.round(power || 1);

                    return t => 1 - Math.abs(Math.pow(t - 1, power));

                },

                InOut: power => {

                    power = Math.round(power || 1);

                    return t => (t < 0.5) ? Math.pow(t * 2, power) / 2 : (1 - Math.abs(Math.pow((t * 2 - 1) - 1, power))) / 2 + 0.5;

                },

            },

            Sine: {

                In: () => t => 1 + Math.sin(Math.PI / 2 * t - Math.PI / 2),

                Out: () => t => Math.sin(Math.PI / 2 * t),

                InOut: () => t => (1 + Math.sin(Math.PI * t - Math.PI / 2)) / 2,

            },

            Back: {

                Out: s => {

                    s = s || 1.70158;

                    return t => {
                        return (t -= 1) * t * ((s + 1) * t + s) + 1;
                    };

                },

                In: s => {

                    s = s || 1.70158;

                    return t => {
                        return t * t * ((s + 1) * t - s);
                    };

                }

            },

            Elastic: {

                Out: (amplitude, period) => {

                    let PI2 = Math.PI * 2;

                    let p1 = (amplitude >= 1) ? amplitude : 1;
                    let p2 = (period || 0.3) / (amplitude < 1 ? amplitude : 1);
                    let p3 = p2 / PI2 * (Math.asin(1 / p1) || 0);

                    p2 = PI2 / p2;

                    return t => {
                        return p1 * Math.pow(2, -10 * t) * Math.sin((t - p3) * p2) + 1
                    }

                },

            },

        };

        class Tween extends Animation {

            constructor(options) {

                super(false);

                this.duration = options.duration || 500;
                this.easing = options.easing || (t => t);
                this.onUpdate = options.onUpdate || (() => { });
                this.onComplete = options.onComplete || (() => { });

                this.delay = options.delay || false;
                this.yoyo = options.yoyo ? false : null;

                this.progress = 0;
                this.value = 0;
                this.delta = 0;

                this.getFromTo(options);

                if (this.delay) setTimeout(() => super.start(), this.delay);
                else super.start();

                this.onUpdate(this);

            }

            update(delta) {

                const old = this.value * 1;
                const direction = (this.yoyo === true) ? -1 : 1;

                this.progress += (delta / this.duration) * direction;

                this.value = this.easing(this.progress);
                this.delta = this.value - old;

                if (this.values !== null) this.updateFromTo();

                if (this.yoyo !== null) this.updateYoyo();
                else if (this.progress <= 1) this.onUpdate(this);
                else {

                    this.progress = 1;
                    this.value = 1;
                    this.onUpdate(this);
                    this.onComplete(this);
                    super.stop();

                }

            }

            updateYoyo() {

                if (this.progress > 1 || this.progress < 0) {

                    this.value = this.progress = (this.progress > 1) ? 1 : 0;
                    this.yoyo = !this.yoyo;

                }

                this.onUpdate(this);

            }

            updateFromTo() {

                this.values.forEach(key => {

                    this.target[key] = this.from[key] + (this.to[key] - this.from[key]) * this.value;

                });

            }

            getFromTo(options) {

                if (!options.target || !options.to) {

                    this.values = null;
                    return;

                }

                this.target = options.target || null;
                this.from = options.from || {};
                this.to = options.to || null;
                this.values = [];

                if (Object.keys(this.from).length < 1)
                    Object.keys(this.to).forEach(key => {
                        this.from[key] = this.target[key];
                    });

                Object.keys(this.to).forEach(key => {
                    this.values.push(key);
                });

            }

        }

        window.addEventListener('touchmove', () => { });
        document.addEventListener('touchmove', event => {
            event.preventDefault();
        }, {
            passive: false
        });

        class Draggable {

            constructor(element, options) {

                this.position = {
                    current: new THREE.Vector2(),
                    start: new THREE.Vector2(),
                    delta: new THREE.Vector2(),
                    old: new THREE.Vector2(),
                    drag: new THREE.Vector2(),
                    // momentum: new THREE.Vector2(),
                };

                this.options = Object.assign({
                    calcDelta: false,
                    // calcMomentum: false,
                }, options || {});

                // if ( this.options.calcMomentum ) this.options.calcDelta = true;

                this.element = element;
                this.touch = null;

                this.drag = {

                    start: (event) => {

                        if (event.type == 'mousedown' && event.which != 1) return;
                        if (event.type == 'touchstart' && event.touches.length > 1) return;

                        this.getPositionCurrent(event);

                        if (this.options.calcDelta) {

                            this.position.start = this.position.current.clone();
                            this.position.delta.set(0, 0);
                            this.position.drag.set(0, 0);

                        }

                        // if ( this.options.calcMomentum ) {

                        //     this.position.momentum.set( 0, 0 );

                        // }

                        this.touch = (event.type == 'touchstart');

                        this.onDragStart(this.position);

                        window.addEventListener((this.touch) ? 'touchmove' : 'mousemove', this.drag.move, false);
                        window.addEventListener((this.touch) ? 'touchend' : 'mouseup', this.drag.end, false);

                    },

                    move: (event) => {

                        if (this.options.calcDelta) {

                            this.position.old = this.position.current.clone();

                        }

                        this.getPositionCurrent(event);

                        if (this.options.calcDelta) {

                            this.position.delta = this.position.current.clone().sub(this.position.old);
                            this.position.drag = this.position.current.clone().sub(this.position.start);

                        }

                        // if ( this.options.calcMomentum ) {

                        //   this.addMomentumPoint( this.position.delta );

                        // }

                        this.onDragMove(this.position);

                    },

                    end: (event) => {

                        this.getPositionCurrent(event);

                        // if ( this.options.calcMomentum ) this.getMomentum();

                        this.onDragEnd(this.position);

                        window.removeEventListener((this.touch) ? 'touchmove' : 'mousemove', this.drag.move, false);
                        window.removeEventListener((this.touch) ? 'touchend' : 'mouseup', this.drag.end, false);

                    },

                };

                this.onDragStart = () => { };
                this.onDragMove = () => { };
                this.onDragEnd = () => { };

                this.enable();

                return this;

            }

            enable() {

                this.element.addEventListener('touchstart', this.drag.start, false);
                this.element.addEventListener('mousedown', this.drag.start, false);

                return this;

            }

            disable() {

                this.element.removeEventListener('touchstart', this.drag.start, false);
                this.element.removeEventListener('mousedown', this.drag.start, false);

                return this;

            }

            getPositionCurrent(event) {

                const dragEvent = event.touches ? (event.touches[0] || event.changedTouches[0]) : event;

                this.position.current.set(dragEvent.pageX, dragEvent.pageY);

            }

            convertPosition(position) {

                position.x = (position.x / this.element.offsetWidth) * 2 - 1;
                position.y = -((position.y / this.element.offsetHeight) * 2 - 1);

                return position;

            }

            // addMomentumPoint( delta ) {

            //   const time = Date.now();

            //   while ( this.momentum.length > 0 ) {

            //     if ( time - this.momentum[0].time <= 200 ) break;
            //     this.momentum.shift();

            //   }

            //   if ( delta !== false ) this.momentum.push( { delta, time } );

            // }

            // getMomentum() {

            //   const points = this.momentum.length;
            //   const momentum = new THREE.Vector2();

            //   this.addMomentumPoint( false );

            //   this.momentum.forEach( ( point, index ) => {

            //     momentum.add( point.delta.multiplyScalar( index / points ) )




        }

        const STILL = 0;
        const PREPARING = 1;
        const ROTATING = 2;
        const ANIMATING = 3;

        class Controls {

            constructor(game) {

                this.game = game;

                this.flipConfig = 0;

                this.flipEasings = [Easing.Power.Out(3), Easing.Sine.Out(), Easing.Back.Out(2)];
                this.flipSpeeds = [125, 200, 350];

                this.raycaster = new THREE.Raycaster();

                const helperMaterial = new THREE.MeshBasicMaterial({
                    depthWrite: false,
                    transparent: true,
                    opacity: 0,
                    color: 0x0033ff
                });

                this.group = new THREE.Object3D();
                this.game.cube.object.add(this.group);

                this.helper = new THREE.Mesh(
                    new THREE.PlaneBufferGeometry(20, 20),
                    helperMaterial.clone(),
                );

                this.helper.rotation.set(0, Math.PI / 4, 0);
                this.game.world.scene.add(this.helper);

                this.edges = new THREE.Mesh(
                    new THREE.BoxBufferGeometry(0.95, 0.95, 0.95),
                    helperMaterial.clone(),
                );

                this.game.world.scene.add(this.edges);

                this.onSolved = () => { };
                this.onMove = () => { };

                this.momentum = [];

                this.scramble = null;
                this.state = STILL;

                this.initDraggable();
                // this.generateSolvedStates();

            }

            enable() {

                this.draggable.enable();

            }

            disable() {

                this.draggable.disable();

            }

            initDraggable() {

                this.draggable = new Draggable(this.game.dom.game);

                this.draggable.onDragStart = position => {

                    if (this.scramble !== null) return;
                    if (this.state === PREPARING || this.state === ROTATING) return;

                    this.gettingDrag = this.state === ANIMATING;

                    const edgeIntersect = this.getIntersect(position.current, this.edges, false);

                    if (edgeIntersect !== false) {

                        this.dragNormal = edgeIntersect.face.normal.round();
                        this.flipType = 'layer';

                        this.attach(this.helper, this.edges);

                        this.helper.rotation.set(0, 0, 0);
                        this.helper.position.set(0, 0, 0);
                        this.helper.lookAt(this.dragNormal);
                        this.helper.translateZ(0.5);
                        this.helper.updateMatrixWorld();

                        this.detach(this.helper, this.edges);

                    } else {

                        this.dragNormal = new THREE.Vector3(0, 0, 1);
                        this.flipType = 'cube';

                        this.helper.position.set(0, 0, 0);
                        this.helper.rotation.set(0, Math.PI / 4, 0);
                        this.helper.updateMatrixWorld();

                    }

                    const planeIntersect = this.getIntersect(position.current, this.helper, false).point;
                    if (planeIntersect === false) return;

                    this.dragCurrent = this.helper.worldToLocal(planeIntersect);
                    this.dragTotal = new THREE.Vector3();
                    this.state = (this.state === STILL) ? PREPARING : this.state;

                };

                this.draggable.onDragMove = position => {

                    if (this.scramble !== null) return;
                    if (this.state === STILL || (this.state === ANIMATING && this.gettingDrag === false)) return;

                    const planeIntersect = this.getIntersect(position.current, this.helper, false);
                    if (planeIntersect === false) return;

                    const point = this.helper.worldToLocal(planeIntersect.point.clone());

                    this.dragDelta = point.clone().sub(this.dragCurrent).setZ(0);
                    this.dragTotal.add(this.dragDelta);
                    this.dragCurrent = point;
                    this.addMomentumPoint(this.dragDelta);

                    if (this.state === PREPARING && this.dragTotal.length() > 0.05) {

                        this.dragDirection = this.getMainAxis(this.dragTotal);

                        if (this.flipType === 'layer') {

                            const direction = new THREE.Vector3();
                            direction[this.dragDirection] = 1;

                            const worldDirection = this.helper.localToWorld(direction).sub(this.helper.position);
                            const objectDirection = this.edges.worldToLocal(worldDirection).round();

                            this.flipAxis = objectDirection.cross(this.dragNormal).negate();

                            this.dragIntersect = this.getIntersect(position.current, this.game.cube.cubes, true);

                            this.selectLayer(this.getLayer(false));

                        } else {

                            const axis = (this.dragDirection != 'x') ? ((this.dragDirection == 'y' && position.current.x > this.game.world.width / 2) ? 'z' : 'x') : 'y';

                            this.flipAxis = new THREE.Vector3();
                            this.flipAxis[axis] = 1 * ((axis == 'x') ? -1 : 1);

                        }

                        this.flipAngle = 0;
                        this.state = ROTATING;

                    } else if (this.state === ROTATING) {

                        const rotation = this.dragDelta[this.dragDirection]; // * 2.25;

                        if (this.flipType === 'layer') {

                            this.group.rotateOnAxis(this.flipAxis, rotation);
                            this.flipAngle += rotation;

                        } else {

                            this.edges.rotateOnWorldAxis(this.flipAxis, rotation);
                            this.game.cube.object.rotation.copy(this.edges.rotation);
                            this.flipAngle += rotation;

                        }

                    }

                };

                this.draggable.onDragEnd = position => {

                    if (this.scramble !== null) return;
                    if (this.state !== ROTATING) {

                        this.gettingDrag = false;
                        this.state = STILL;
                        return;

                    }

                    this.state = ANIMATING;

                    const momentum = this.getMomentum()[this.dragDirection];
                    const flip = (Math.abs(momentum) > 0.05 && Math.abs(this.flipAngle) < Math.PI / 2);

                    const angle = flip ? this.roundAngle(this.flipAngle + Math.sign(this.flipAngle) * (Math.PI / 4)) : this.roundAngle(this.flipAngle);

                    const delta = angle - this.flipAngle;

                    if (this.flipType === 'layer') {

                        this.rotateLayer(delta, false, layer => {

                            this.game.storage.saveGame();

                            this.state = this.gettingDrag ? PREPARING : STILL;
                            this.gettingDrag = false;

                            this.checkIsSolved();

                        });

                    } else {

                        this.rotateCube(delta, () => {

                            this.state = this.gettingDrag ? PREPARING : STILL;
                            this.gettingDrag = false;

                        });

                    }

                };

            }

            rotateLayer(rotation, scramble, callback) {

                const config = scramble ? 0 : this.flipConfig;

                const easing = this.flipEasings[config];
                const duration = this.flipSpeeds[config];
                const bounce = (config == 2) ? this.bounceCube() : (() => { });

                this.rotationTween = new Tween({
                    easing: easing,
                    duration: duration,
                    onUpdate: tween => {

                        let deltaAngle = tween.delta * rotation;
                        this.group.rotateOnAxis(this.flipAxis, deltaAngle);
                        bounce(tween.value, deltaAngle, rotation);

                    },
                    onComplete: () => {

                        if (!scramble) this.onMove();

                        const layer = this.flipLayer.slice(0);

                        this.game.cube.object.rotation.setFromVector3(this.snapRotation(this.game.cube.object.rotation.toVector3()));
                        this.group.rotation.setFromVector3(this.snapRotation(this.group.rotation.toVector3()));
                        this.deselectLayer(this.flipLayer);

                        callback(layer);

                    },
                });

            }

            bounceCube() {

                let fixDelta = true;

                return (progress, delta, rotation) => {

                    if (progress >= 1) {

                        if (fixDelta) {

                            delta = (progress - 1) * rotation;
                            fixDelta = false;

                        }

                        this.game.cube.object.rotateOnAxis(this.flipAxis, delta);

                    }

                }

            }

            rotateCube(rotation, callback) {

                const config = this.flipConfig;
                const easing = [Easing.Power.Out(4), Easing.Sine.Out(), Easing.Back.Out(2)][config];
                const duration = [100, 150, 350][config];

                this.rotationTween = new Tween({
                    easing: easing,
                    duration: duration,
                    onUpdate: tween => {

                        this.edges.rotateOnWorldAxis(this.flipAxis, tween.delta * rotation);
                        this.game.cube.object.rotation.copy(this.edges.rotation);

                    },
                    onComplete: () => {

                        this.edges.rotation.setFromVector3(this.snapRotation(this.edges.rotation.toVector3()));
                        this.game.cube.object.rotation.copy(this.edges.rotation);
                        callback();

                    },
                });

            }

            selectLayer(layer) {

                this.group.rotation.set(0, 0, 0);
                this.movePieces(layer, this.game.cube.object, this.group);
                this.flipLayer = layer;

            }

            deselectLayer(layer) {

                this.movePieces(layer, this.group, this.game.cube.object);
                this.flipLayer = null;

            }

            movePieces(layer, from, to) {

                from.updateMatrixWorld();
                to.updateMatrixWorld();

                layer.forEach(index => {

                    const piece = this.game.cube.pieces[index];

                    piece.applyMatrix(from.matrixWorld);
                    from.remove(piece);
                    piece.applyMatrix(new THREE.Matrix4().getInverse(to.matrixWorld));
                    to.add(piece);

                });

            }

            getLayer(position) {

                const layer = [];
                let axis;

                if (position === false) {

                    axis = this.getMainAxis(this.flipAxis);
                    position = this.getPiecePosition(this.dragIntersect.object);

                } else {

                    axis = this.getMainAxis(position);

                }

                this.game.cube.pieces.forEach(piece => {

                    const piecePosition = this.getPiecePosition(piece);

                    if (piecePosition[axis] == position[axis]) layer.push(piece.name);

                });

                return layer;

            }

            getPiecePosition(piece) {

                let position = new THREE.Vector3()
                    .setFromMatrixPosition(piece.matrixWorld)
                    .multiplyScalar(3);

                return this.game.cube.object.worldToLocal(position.sub(this.game.cube.animator.position)).round();

            }

            scrambleCube() {

                if (this.scramble == null) {

                    this.scramble = this.game.scrambler;
                    this.scramble.callback = (typeof callback !== 'function') ? () => { } : callback;

                }

                const converted = this.scramble.converted;
                const move = converted[0];
                const layer = this.getLayer(move.position);

                this.flipAxis = new THREE.Vector3();
                this.flipAxis[move.axis] = 1;

                this.selectLayer(layer);
                this.rotateLayer(move.angle, true, () => {

                    converted.shift();

                    if (converted.length > 0) {

                        this.scrambleCube();

                    } else {

                        this.scramble = null;
                        this.game.storage.saveGame();

                    }

                });

            }

            getIntersect(position, object, multiple) {

                this.raycaster.setFromCamera(
                    this.draggable.convertPosition(position.clone()),
                    this.game.world.camera
                );

                const intersect = (multiple) ? this.raycaster.intersectObjects(object) : this.raycaster.intersectObject(object);

                return (intersect.length > 0) ? intersect[0] : false;

            }

            getMainAxis(vector) {

                return Object.keys(vector).reduce(
                    (a, b) => Math.abs(vector[a]) > Math.abs(vector[b]) ? a : b
                );

            }

            detach(child, parent) {

                child.applyMatrix(parent.matrixWorld);
                parent.remove(child);
                this.game.world.scene.add(child);

            }

            attach(child, parent) {

                child.applyMatrix(new THREE.Matrix4().getInverse(parent.matrixWorld));
                this.game.world.scene.remove(child);
                parent.add(child);

            }

            addMomentumPoint(delta) {

                const time = Date.now();

                this.momentum = this.momentum.filter(moment => time - moment.time < 500);

                if (delta !== false) this.momentum.push({
                    delta, time
                });

            }

            getMomentum() {

                const points = this.momentum.length;
                const momentum = new THREE.Vector2();

                this.addMomentumPoint(false);

                this.momentum.forEach((point, index) => {

                    momentum.add(point.delta.multiplyScalar(index / points));

                });

                return momentum;

            }

            roundAngle(angle) {

                const round = Math.PI / 2;
                return Math.sign(angle) * Math.round(Math.abs(angle) / round) * round;

            }

            snapRotation(angle) {

                return angle.set(
                    this.roundAngle(angle.x),
                    this.roundAngle(angle.y),
                    this.roundAngle(angle.z)
                );

            }

            checkIsSolved() {

                const start = performance.now();

                let solved = true;
                const sides = {
                    'x-': [],
                    'x+': [],
                    'y-': [],
                    'y+': [],
                    'z-': [],
                    'z+': []
                };

                this.game.cube.edges.forEach(edge => {

                    const position = edge.parent
                        .localToWorld(edge.position.clone())
                        .sub(this.game.cube.object.position);

                    const mainAxis = this.getMainAxis(position);
                    const mainSign = position.multiplyScalar(2).round()[mainAxis] < 1 ? '-' : '+';

                    sides[mainAxis + mainSign].push(edge.name);

                });

                Object.keys(sides).forEach(side => {

                    if (!sides[side].every(value => value === sides[side][0])) solved = false;

                });

                if (solved) this.onSolved();

            }

        }

        class Scrambler {

            constructor(game) {

                this.game = game;

                this.scrambleLength = 20;

                this.moves = [];
                this.conveted = [];
                this.pring = '';

            }

            scramble(scramble) {

                let count = 0;
                this.moves = (typeof scramble !== 'undefined') ? scramble.split(' ') : [];

                if (this.moves.length < 1) {

                    const faces = 'UDLRFB';
                    const modifiers = ["", "'", "2"];
                    const total = (typeof scramble === 'undefined') ? this.scrambleLength : scramble;


                    while (count < total) {

                        const move = faces[Math.floor(Math.random() * 6)] + modifiers[Math.floor(Math.random() * 3)];
                        if (count > 0 && move.charAt(0) == this.moves[count - 1].charAt(0)) continue;
                        if (count > 1 && move.charAt(0) == this.moves[count - 2].charAt(0)) continue;
                        this.moves.push(move);
                        count++;

                    }

                }

                this.callback = () => { };
                this.convert();
                this.print = this.moves.join(' ');

                return this;

            }

            convert(moves) {

                this.converted = [];

                this.moves.forEach(move => {

                    const face = move.charAt(0);
                    const modifier = move.charAt(1);

                    const axis = {
                        D: 'y',
                        U: 'y',
                        L: 'x',
                        R: 'x',
                        F: 'z',
                        B: 'z'
                    }[face];
                    const row = {
                        D: -1,
                        U: 1,
                        L: -1,
                        R: 1,
                        F: 1,
                        B: -1
                    }[face];

                    const position = new THREE.Vector3();
                    position[{
                        D: 'y',
                        U: 'y',
                        L: 'x',
                        R: 'x',
                        F: 'z',
                        B: 'z'
                    }[face]] = row;

                    const angle = (Math.PI / 2) * -row * ((modifier == "'") ? -1 : 1);

                    const convertedMove = {
                        position, axis, angle, name: move
                    };

                    this.converted.push(convertedMove);
                    if (modifier == "2") this.converted.push(convertedMove);

                });

            }

        }

        class Transition {

            constructor(game) {

                this.game = game;

                this.tweens = {};
                this.durations = {};
                this.data = {
                    cubeY: -0.2,
                    cameraZoom: 0.85,
                };

                this.activeTransitions = 0;

            }

            init() {

                this.game.controls.disable();

                this.game.cube.object.position.y = this.data.cubeY;
                this.game.controls.edges.position.y = this.data.cubeY;
                this.game.cube.animator.position.y = 4;
                this.game.cube.animator.rotation.x = -Math.PI / 3;
                this.game.world.camera.zoom = this.data.cameraZoom;
                this.game.world.camera.updateProjectionMatrix();

                this.tweens.buttons = {};
                this.tweens.timer = [];
                this.tweens.title = [];
                this.tweens.best = [];
                this.tweens.complete = [];
                this.tweens.range = [];
                this.tweens.stats = [];

            }

            buttons(show, hide) {

                const buttonTween = (button, show) => {

                    return new Tween({
                        target: button.style,
                        duration: 300,
                        easing: show ? Easing.Power.Out(2) : Easing.Power.In(3),
                        from: {
                            opacity: show ? 0 : 1
                        },
                        to: {
                            opacity: show ? 1 : 0
                        },
                        onUpdate: tween => {

                            const translate = show ? 1 - tween.value : tween.value;
                            button.style.transform = `translate3d(0, ${translate * 1.5}em, 0)`;

                        },
                        onComplete: () => button.style.pointerEvents = show ? 'all' : 'none'
                    });

                };

                hide.forEach(button =>
                    this.tweens.buttons[button] = buttonTween(this.game.dom.buttons[button], false)
                );

                setTimeout(() => show.forEach(button => {

                    this.tweens.buttons[button] = buttonTween(this.game.dom.buttons[button], true);

                }), hide ? 500 : 0);

            }

            cube(show) {

                this.activeTransitions++;

                try {
                    this.tweens.cube.stop();
                } catch (e) { }
                const currentY = this.game.cube.animator.position.y;
                const currentRotation = this.game.cube.animator.rotation.x;

                this.tweens.cube = new Tween({
                    duration: show ? 3000 : 1250,
                    easing: show ? Easing.Elastic.Out(0.8, 0.6) : Easing.Back.In(1),
                    onUpdate: tween => {

                        this.game.cube.animator.position.y = show ? (1 - tween.value) * 4 : currentY + tween.value * 4;

                        this.game.cube.animator.rotation.x = show ? (1 - tween.value) * Math.PI / 3 : currentRotation + tween.value * -Math.PI / 3;

                    }
                });

                this.durations.cube = show ? 1500 : 1500;

                setTimeout(() => this.activeTransitions--, this.durations.cube);

            }

            float() {

                try {
                    this.tweens.float.stop();
                } catch (e) { }
                this.tweens.float = new Tween({
                    duration: 1500,
                    easing: Easing.Sine.InOut(),
                    yoyo: true,
                    onUpdate: tween => {

                        this.game.cube.holder.position.y = (-0.02 + tween.value * 0.04);
                        this.game.cube.holder.rotation.x = 0.005 - tween.value * 0.01;
                        this.game.cube.holder.rotation.z = -this.game.cube.holder.rotation.x;
                        this.game.cube.holder.rotation.y = this.game.cube.holder.rotation.x;

                    },
                });

            }

            zoom(play, time) {

                this.activeTransitions++;

                const zoom = (play) ? 1 : this.data.cameraZoom;
                const duration = (time > 0) ? Math.max(time, 1500) : 1500;
                const rotations = (time > 0) ? Math.round(duration / 1500) : 1;
                const easing = Easing.Power.InOut((time > 0) ? 2 : 3);

                this.tweens.zoom = new Tween({
                    target: this.game.world.camera,
                    duration: duration,
                    easing: easing,
                    to: {
                        zoom: zoom
                    },
                    onUpdate: () => {
                        this.game.world.camera.updateProjectionMatrix();
                    },
                });

                this.tweens.rotate = new Tween({
                    target: this.game.cube.animator.rotation,
                    duration: duration,
                    easing: easing,
                    to: {
                        y: -Math.PI * 2 * rotations
                    },
                    onComplete: () => {
                        this.game.cube.animator.rotation.y = 0;
                    },
                });

                this.durations.zoom = duration;

                setTimeout(() => this.activeTransitions--, this.durations.zoom);

            }

            elevate(complete) {

                this.activeTransitions++;

                const cubeY =

                    this.tweens.elevate = new Tween({
                        target: this.game.cube.object.position,
                        duration: complete ? 1500 : 0,
                        easing: Easing.Power.InOut(3),
                        to: {
                            y: complete ? -0.05 : this.data.cubeY
                        }
                    });

                this.durations.elevate = 1500;

                setTimeout(() => this.activeTransitions--, this.durations.elevate);

            }

            complete(show, best) {

                this.activeTransitions++;

                const text = best ? this.game.dom.texts.best : this.game.dom.texts.complete;

                if (text.querySelector('span i') === null)
                    text.querySelectorAll('span').forEach(span => this.splitLetters(span));

                const letters = text.querySelectorAll('.icon, i');

                this.flipLetters(best ? 'best' : 'complete', letters, show);

                text.style.opacity = 1;

                const duration = this.durations[best ? 'best' : 'complete'];

                if (!show) setTimeout(() => this.game.dom.texts.timer.style.transform = '', duration);

                setTimeout(() => this.activeTransitions--, duration);

            }

            stats(show) {

                if (show) this.game.scores.calcStats();

                this.activeTransitions++;

                this.tweens.stats.forEach(tween => {
                    tween.stop();
                    tween = null;
                });

                let tweenId = -1;

                const stats = this.game.dom.stats.querySelectorAll('.stats');
                const easing = show ? Easing.Power.Out(2) : Easing.Power.In(3);

                stats.forEach((stat, index) => {

                    const delay = index * (show ? 80 : 60);

                    this.tweens.stats[tweenId++] = new Tween({
                        delay: delay,
                        duration: 400,
                        easing: easing,
                        onUpdate: tween => {

                            const translate = show ? (1 - tween.value) * 2 : tween.value;
                            const opacity = show ? tween.value : (1 - tween.value);

                            stat.style.transform = `translate3d(0, ${translate}em, 0)`;
                            stat.style.opacity = opacity;

                        }
                    });

                });

                this.durations.stats = 0;

                setTimeout(() => this.activeTransitions--, this.durations.stats);

            }

            preferences(show) {

                this.activeTransitions++;

                this.tweens.range.forEach(tween => {
                    tween.stop();
                    tween = null;
                });

                let tweenId = -1;
                let listMax = 0;

                const ranges = this.game.dom.prefs.querySelectorAll('.range');
                const easing = show ? Easing.Power.Out(2) : Easing.Power.In(3);

                ranges.forEach((range, rangeIndex) => {

                    const label = range.querySelector('.range__label');
                    const track = range.querySelector('.range__track-line');
                    const handle = range.querySelector('.range__handle');
                    const list = range.querySelectorAll('.range__list div');

                    const delay = rangeIndex * (show ? 120 : 100);

                    label.style.opacity = show ? 0 : 1;
                    track.style.opacity = show ? 0 : 1;
                    handle.style.opacity = show ? 0 : 1;
                    handle.style.pointerEvents = show ? 'all' : 'none';

                    this.tweens.range[tweenId++] = new Tween({
                        delay: show ? delay : delay,
                        duration: 400,
                        easing: easing,
                        onUpdate: tween => {

                            const translate = show ? (1 - tween.value) : tween.value;
                            const opacity = show ? tween.value : (1 - tween.value);

                            label.style.transform = `translate3d(0, ${translate}em, 0)`;
                            label.style.opacity = opacity;

                        }
                    });

                    this.tweens.range[tweenId++] = new Tween({
                        delay: show ? delay + 100 : delay,
                        duration: 400,
                        easing: easing,
                        onUpdate: tween => {

                            const translate = show ? (1 - tween.value) : tween.value;
                            const scale = show ? tween.value : (1 - tween.value);
                            const opacity = scale;

                            track.style.transform = `translate3d(0, ${translate}em, 0) scale3d(${scale}, 1, 1)`;
                            track.style.opacity = opacity;

                        }
                    });

                    this.tweens.range[tweenId++] = new Tween({
                        delay: show ? delay + 100 : delay,
                        duration: 400,
                        easing: easing,
                        onUpdate: tween => {

                            const translate = show ? (1 - tween.value) : tween.value;
                            const opacity = 1 - translate;
                            const scale = 0.5 + opacity * 0.5;

                            handle.style.transform = `translate3d(0, ${translate}em, 0) scale3d(${scale}, ${scale}, ${scale})`;
                            handle.style.opacity = opacity;

                        }
                    });

                    list.forEach((listItem, labelIndex) => {

                        listItem.style.opacity = show ? 0 : 1;

                        this.tweens.range[tweenId++] = new Tween({
                            delay: show ? delay + 200 + labelIndex * 50 : delay,
                            duration: 400,
                            easing: easing,
                            onUpdate: tween => {

                                const translate = show ? (1 - tween.value) : tween.value;
                                const opacity = show ? tween.value : (1 - tween.value);

                                listItem.style.transform = `translate3d(0, ${translate}em, 0)`;
                                listItem.style.opacity = opacity;

                            }
                        });

                    });

                    listMax = list.length > listMax ? list.length - 1 : listMax;

                    range.style.opacity = 1;

                });

                this.durations.preferences = show ? ((ranges.length - 1) * 100) + 200 + listMax * 50 + 400 : ((ranges.length - 1) * 100) + 400;

                setTimeout(() => this.activeTransitions--, this.durations.preferences);

            }

            title(show) {

                this.activeTransitions++;

                const title = this.game.dom.texts.title;

                if (title.querySelector('span i') === null)
                    title.querySelectorAll('span').forEach(span => this.splitLetters(span));

                const letters = title.querySelectorAll('i');

                this.flipLetters('title', letters, show);

                title.style.opacity = 1;

                const note = this.game.dom.texts.note;

                this.tweens.title[letters.length] = new Tween({
                    target: note.style,
                    easing: Easing.Sine.InOut(),
                    duration: show ? 800 : 400,
                    yoyo: show ? true : null,
                    from: {
                        opacity: show ? 0 : (parseFloat(getComputedStyle(note).opacity))
                    },
                    to: {
                        opacity: show ? 1 : 0
                    },
                });

                setTimeout(() => this.activeTransitions--, this.durations.title);

            }

            timer(show) {

                this.activeTransitions++;

                const timer = this.game.dom.texts.timer;

                timer.style.opacity = 0;
                this.game.timer.convert();
                this.game.timer.setText();

                this.splitLetters(timer);
                const letters = timer.querySelectorAll('i');
                this.flipLetters('timer', letters, show);

                timer.style.opacity = 1;

                setTimeout(() => this.activeTransitions--, this.durations.timer);

            }

            // Utilities

            splitLetters(element) {

                const text = element.innerHTML;

                element.innerHTML = '';

                text.split('').forEach(letter => {

                    const i = document.createElement('i');

                    i.innerHTML = letter;

                    element.appendChild(i);

                });

            }

            flipLetters(type, letters, show) {

                try {
                    this.tweens[type].forEach(tween => tween.stop());
                } catch (e) { }
                letters.forEach((letter, index) => {

                    letter.style.opacity = show ? 0 : 1;

                    this.tweens[type][index] = new Tween({
                        easing: Easing.Sine.Out(),
                        duration: show ? 800 : 400,
                        delay: index * 50,
                        onUpdate: tween => {

                            const rotation = show ? (1 - tween.value) * -80 : tween.value * 80;

                            letter.style.transform = `rotate3d(0, 1, 0, ${rotation}deg)`;
                            letter.style.opacity = show ? tween.value : (1 - tween.value);

                        },
                    });

                });

                this.durations[type] = (letters.length - 1) * 50 + (show ? 800 : 400);

            }

        }

        class Timer extends Animation {

            constructor(game) {

                super(false);

                this.game = game;
                this.reset();

            }

            start(continueGame) {

                this.startTime = continueGame ? (Date.now() - this.deltaTime) : Date.now();
                this.deltaTime = 0;
                this.converted = this.convert();

                super.start();

            }

            reset() {

                this.startTime = 0;
                this.currentTime = 0;
                this.deltaTime = 0;
                this.converted = '0:00';

            }

            stop() {

                this.currentTime = Date.now();
                this.deltaTime = this.currentTime - this.startTime;
                this.convert();

                super.stop();

                return {
                    time: this.converted,
                    millis: this.deltaTime
                };

            }

            update() {

                const old = this.converted;

                this.currentTime = Date.now();
                this.deltaTime = this.currentTime - this.startTime;
                this.convert();

                if (this.converted != old) {

                    localStorage.setItem('theCube_time', this.deltaTime);
                    this.setText();

                }

            }

            convert() {

                const seconds = parseInt((this.deltaTime / 1000) % 60);
                const minutes = parseInt((this.deltaTime / (1000 * 60)));

                this.converted = minutes + ':' + (seconds < 10 ? '0' : '') + seconds;

            }

            setText() {

                this.game.dom.texts.timer.innerHTML = this.converted;

            }

        }

        const RangeHTML = [

            '<div class="range">',
            '<div class="range__label"></div>',
            '<div class="range__track">',
            '<div class="range__track-line"></div>',
            '<div class="range__handle"><div></div></div>',
            '</div>',
            '<div class="range__list"></div>',
            '</div>',

        ].join('\n');

        document.querySelectorAll('range').forEach(el => {

            const temp = document.createElement('div');
            temp.innerHTML = RangeHTML;

            const range = temp.querySelector('.range');
            const rangeLabel = range.querySelector('.range__label');
            const rangeList = range.querySelector('.range__list');

            range.setAttribute('name', el.getAttribute('name'));
            rangeLabel.innerHTML = el.getAttribute('title');

            el.getAttribute('list').split(',').forEach(listItemText => {

                const listItem = document.createElement('div');
                listItem.innerHTML = listItemText;
                rangeList.appendChild(listItem);

            });

            el.parentNode.replaceChild(range, el);

        });

        class Range {

            constructor(name, options) {

                options = Object.assign({
                    range: [0, 1],
                    value: 0,
                    step: 0,
                    onUpdate: () => { },
                    onComplete: () => { },
                }, options || {});

                this.element = document.querySelector('.range[name="' + name + '"]');
                this.track = this.element.querySelector('.range__track');
                this.handle = this.element.querySelector('.range__handle');

                this.value = options.value;
                this.min = options.range[0];
                this.max = options.range[1];
                this.step = options.step;

                this.onUpdate = options.onUpdate;
                this.onComplete = options.onComplete;

                this.value = this.round(this.limitValue(this.value));
                this.setHandlePosition();

                this.initDraggable();

            }

            initDraggable() {

                let current;

                this.draggable = new Draggable(this.handle, {
                    calcDelta: true
                });

                this.draggable.onDragStart = position => {

                    current = this.positionFromValue(this.value);
                    this.handle.style.left = current + 'px';

                };

                this.draggable.onDragMove = position => {

                    current = this.limitPosition(current + position.delta.x);
                    this.value = this.round(this.valueFromPosition(current));
                    this.setHandlePosition();

                    this.onUpdate(this.value);

                };

                this.draggable.onDragEnd = position => {

                    this.onComplete(this.value);

                };

            }

            round(value) {

                if (this.step < 1) return value;

                return Math.round((value - this.min) / this.step) * this.step + this.min;

            }

            limitValue(value) {

                const max = Math.max(this.max, this.min);
                const min = Math.min(this.max, this.min);

                return Math.min(Math.max(value, min), max);

            }

            limitPosition(position) {

                return Math.min(Math.max(position, 0), this.track.offsetWidth);

            }

            percentsFromValue(value) {

                return (value - this.min) / (this.max - this.min);

            }

            valueFromPosition(position) {

                return this.min + (this.max - this.min) * (position / this.track.offsetWidth);

            }

            positionFromValue(value) {

                return this.percentsFromValue(value) * this.track.offsetWidth;

            }

            setHandlePosition() {

                this.handle.style.left = this.percentsFromValue(this.value) * 100 + '%';

            }

        }

        class Preferences {

            constructor(game) {

                this.game = game;

            }

            init() {

                this.ranges = {

                    flip: new Range('flip', {
                        value: this.game.controls.flipConfig,
                        range: [0, 2],
                        step: 1,
                        onUpdate: value => {

                            this.game.controls.flipConfig = value;

                        },
                        onComplete: () => this.game.storage.savePreferences(),
                    }),

                    scramble: new Range('scramble', {
                        value: this.game.scrambler.scrambleLength,
                        range: [20, 30],
                        step: 5,
                        onUpdate: value => {

                            this.game.scrambler.scrambleLength = value;

                        },
                        onComplete: () => this.game.storage.savePreferences()
                    }),

                    fov: new Range('fov', {
                        value: this.game.world.fov,
                        range: [2, 45],
                        onUpdate: value => {

                            this.game.world.fov = value;
                            this.game.world.resize();

                        },
                        onComplete: () => this.game.storage.savePreferences()
                    }),

                    theme: new Range('theme', {
                        value: {
                            cube: 0,
                            erno: 1,
                            dust: 2,
                            camo: 3,
                            rain: 4
                        }[this.game.themes.theme],
                        range: [0, 4],
                        step: 1,
                        onUpdate: value => {

                            const theme = ['cube', 'erno', 'dust', 'camo', 'rain'][value];
                            this.game.themes.setTheme(theme);

                        },
                        onComplete: () => this.game.storage.savePreferences()
                    }),

                };

            }

        }

        class Confetti {

            constructor(game) {

                this.game = game;
                this.started = 0;

                this.options = {
                    speed: {
                        min: 0.0011,
                        max: 0.0022
                    },
                    revolution: {
                        min: 0.01,
                        max: 0.05
                    },
                    size: {
                        min: 0.1,
                        max: 0.15
                    },
                    colors: [0x41aac8, 0x82ca38, 0xffef48, 0xef3923, 0xff8c0a],
                };

                this.geometry = new THREE.PlaneGeometry(1, 1);
                this.material = new THREE.MeshLambertMaterial({
                    side: THREE.DoubleSide
                });

                this.holders = [
                    new ConfettiStage(this.game, this, 1, 20),
                    new ConfettiStage(this.game, this, -1, 30),
                ];

            }

            start() {

                if (this.started > 0) return;

                this.holders.forEach(holder => {

                    this.game.world.scene.add(holder.holder);
                    holder.start();
                    this.started++;

                });

            }

            stop() {

                if (this.started == 0) return;

                this.holders.forEach(holder => {

                    holder.stop(() => {

                        this.game.world.scene.remove(holder.holder);
                        this.started--;

                    });

                });

            }

            updateColors(colors) {

                this.holders.forEach(holder => {

                    holder.options.colors.forEach((color, index) => {

                        holder.options.colors[index] = colors[['D', 'F', 'R', 'B', 'L'][index]];

                    });

                });

            }

        }

        class ConfettiStage extends Animation {

            constructor(game, parent, distance, count) {

                super(false);

                this.game = game;
                this.parent = parent;

                this.distanceFromCube = distance;

                this.count = count;
                this.particles = [];

                this.holder = new THREE.Object3D();
                this.holder.rotation.copy(this.game.world.camera.rotation);

                this.object = new THREE.Object3D();
                this.holder.add(this.object);

                this.resizeViewport = this.resizeViewport.bind(this);
                this.game.world.onResize.push(this.resizeViewport);
                this.resizeViewport();

                this.geometry = this.parent.geometry;
                this.material = this.parent.material;

                this.options = this.parent.options;

                let i = this.count;
                while (i--) this.particles.push(new Particle(this));

            }

            start() {

                this.time = performance.now();
                this.playing = true;

                let i = this.count;
                while (i--) this.particles[i].reset();

                super.start();

            }

            stop(callback) {

                this.playing = false;
                this.completed = 0;
                this.callback = callback;

            }

            reset() {

                super.stop();

                this.callback();

            }

            update() {

                const now = performance.now();
                const delta = now - this.time;
                this.time = now;

                let i = this.count;

                while (i--)
                    if (!this.particles[i].completed) this.particles[i].update(delta);

                if (!this.playing && this.completed == this.count) this.reset();

            }

            resizeViewport() {

                const fovRad = this.game.world.camera.fov * THREE.Math.DEG2RAD;

                this.height = 2 * Math.tan(fovRad / 2) * (this.game.world.camera.position.length() - this.distanceFromCube);
                this.width = this.height * this.game.world.camera.aspect;

                const scale = 1 / this.game.transition.data.cameraZoom;

                this.width *= scale;
                this.height *= scale;

                this.object.position.z = this.distanceFromCube;
                this.object.position.y = this.height / 2;

            }

        }

        class Particle {

            constructor(confetti) {

                this.confetti = confetti;
                this.options = this.confetti.options;

                this.velocity = new THREE.Vector3();
                this.force = new THREE.Vector3();

                this.mesh = new THREE.Mesh(this.confetti.geometry, this.confetti.material.clone());
                this.confetti.object.add(this.mesh);

                this.size = THREE.Math.randFloat(this.options.size.min, this.options.size.max);
                this.mesh.scale.set(this.size, this.size, this.size);

                return this;

            }

            reset(randomHeight = true) {

                this.completed = false;

                this.color = new THREE.Color(this.options.colors[Math.floor(Math.random() * this.options.colors.length)]);
                this.mesh.material.color.set(this.color);

                this.speed = THREE.Math.randFloat(this.options.speed.min, this.options.speed.max) * -1;
                this.mesh.position.x = THREE.Math.randFloat(-this.confetti.width / 2, this.confetti.width / 2);
                this.mesh.position.y = (randomHeight) ? THREE.Math.randFloat(this.size, this.confetti.height + this.size) : this.size;

                this.revolutionSpeed = THREE.Math.randFloat(this.options.revolution.min, this.options.revolution.max);
                this.revolutionAxis = ['x', 'y', 'z'][Math.floor(Math.random() * 3)];
                this.mesh.rotation.set(Math.random() * Math.PI / 3, Math.random() * Math.PI / 3, Math.random() * Math.PI / 3);

            }

            stop() {

                this.completed = true;
                this.confetti.completed++;

            }

            update(delta) {

                this.mesh.position.y += this.speed * delta;
                this.mesh.rotation[this.revolutionAxis] += this.revolutionSpeed;

                if (this.mesh.position.y < -this.confetti.height - this.size)
                    (this.confetti.playing) ? this.reset(false) : this.stop();

            }

        }

        class Scores {

            constructor(game) {

                this.game = game;

                this.scores = [];
                this.solves = 0;
                this.best = 0;
                this.worst = 0;

            }

            addScore(time) {

                this.scores.push(time);
                this.solves++;

                if (this.scores.lenght > 100) this.scores.shift();

                let bestTime = false;

                if (time < this.best || this.best === 0) {

                    this.best = time;
                    bestTime = true;

                }

                if (time > this.worst) this.worst = time;

                this.game.storage.saveScores();

                return bestTime;

            }

            calcStats() {

                this.setStat('total-solves', this.solves);
                this.setStat('best-time', this.convertTime(this.best));
                this.setStat('worst-time', this.convertTime(this.worst));
                this.setStat('average-5', this.getAverage(5));
                this.setStat('average-12', this.getAverage(12));
                this.setStat('average-25', this.getAverage(25));

            }

            setStat(name, value) {

                if (value === 0) return;

                this.game.dom.stats.querySelector(`.stats[name="${name}"] b`).innerHTML = value;

            }

            getAverage(count) {

                if (this.scores.length < count) return 0;

                return this.convertTime(this.scores.slice(-count).reduce((a, b) => a + b, 0) / count);

            }

            convertTime(time) {

                if (time <= 0) return 0;

                const seconds = parseInt((time / 1000) % 60);
                const minutes = parseInt((time / (1000 * 60)));

                return minutes + ':' + (seconds < 10 ? '0' : '') + seconds;

            }

        }

        class Storage {

            constructor(game) {

                this.game = game;

                // const userVersion = localStorage.getItem( 'theCube_version' );

                // if ( ! userVersion || userVersion !== window.gameVersion ) {

                //   this.clearGame();
                //   this.clearPreferences();
                //   localStorage.setItem( 'theCube_version', window.gameVersion );

                // }

            }

            init() {

                this.loadGame();
                this.loadScores();
                this.loadPreferences();

            }

            // GAME

            loadGame() {

                // try {

                //   const gameInProgress = localStorage.getItem( 'theCube_playing' ) === 'true';

                //   if ( ! gameInProgress ) throw new Error();

                //   const gameCubeData = JSON.parse( localStorage.getItem( 'theCube_savedState' ) );
                //   const gameTime = parseInt( localStorage.getItem( 'theCube_time' ) );

                //   if ( ! gameCubeData || ! gameTime ) throw new Error();

                //   this.game.cube.pieces.forEach( piece => {

                //     const index = gameCubeData.names.indexOf( piece.name );

                //     const position = gameCubeData.positions[index];
                //     const rotation = gameCubeData.rotations[index];

                //     piece.position.set( position.x, position.y, position.z );
                //     piece.rotation.set( rotation.x, rotation.y, rotation.z );

                //   } );

                //   this.game.timer.deltaTime = gameTime;

                //   this.game.saved = true;

                // } catch( e ) {

                this.game.saved = false;

                // }

            }

            saveGame() {

                // const gameInProgress = true;
                // const gameCubeData = { names: [], positions: [], rotations: [] };
                // const gameTime = this.game.timer.deltaTime;

                // this.game.cube.pieces.forEach( piece => {

                //   gameCubeData.names.push( piece.name );
                //   gameCubeData.positions.push( piece.position );
                //   gameCubeData.rotations.push( piece.rotation.toVector3() );

                // } );

                // localStorage.setItem( 'theCube_playing', gameInProgress );
                // localStorage.setItem( 'theCube_savedState', JSON.stringify( gameCubeData ) );
                // localStorage.setItem( 'theCube_time', gameTime );

            }

            clearGame() {

                // localStorage.removeItem( 'theCube_playing' );
                // localStorage.removeItem( 'theCube_savedState' );
                // localStorage.removeItem( 'theCube_time' );

            }

            // SCORE

            loadScores() {

                // try {

                //   const scoresData = JSON.parse( localStorage.getItem( 'theCube_scoresData' ) );
                //   const scoresBest = parseInt( localStorage.getItem( 'theCube_scoresBest' ) );
                //   const scoresWorst = parseInt( localStorage.getItem( 'theCube_scoresWorst' ) );
                //   const scoresSolves = parseInt( localStorage.getItem( 'theCube_scoresSolves' ) );

                //   if ( ! scoresData || ! scoresBest || ! scoresSolves || ! scoresWorst ) throw new Error();

                //   this.game.scores.scores = scoresData;
                //   this.game.scores.best = scoresBest;
                //   this.game.scores.solves = scoresSolves;
                //   this.game.scores.worst = scoresWorst;

                //   return true;

                // } catch( e ) {

                //   this.clearScores();

                //   return false;

                // }

            }

            saveScores() {

                // const scoresData = this.game.scores.scores;
                // const scoresBest = this.game.scores.best;
                // const scoresWorst = this.game.scores.worst;
                // const scoresSolves = this.game.scores.solves;

                // localStorage.setItem( 'theCube_scoresData', JSON.stringify( scoresData ) );
                // localStorage.setItem( 'theCube_scoresBest', JSON.stringify( scoresBest ) );
                // localStorage.setItem( 'theCube_scoresWorst', JSON.stringify( scoresWorst ) );
                // localStorage.setItem( 'theCube_scoresSolves', JSON.stringify( scoresSolves ) );

            }

            clearScores() {

                // localStorage.removeItem( 'theCube_scoresData' );
                // localStorage.removeItem( 'theCube_scoresBest' );
                // localStorage.removeItem( 'theCube_scoresWorst' );
                // localStorage.removeItem( 'theCube_scoresSolves' );

            }

            // PREFERENCES

            loadPreferences() {

                // try {

                //   const preferences = JSON.parse( localStorage.getItem( 'theCube_preferences' ) );

                //   if ( ! preferences ) throw new Error();

                //   this.game.controls.flipConfig = parseInt( preferences.flipConfig );
                //   this.game.scrambler.scrambleLength = parseInt( preferences.scrambleLength );

                //   this.game.world.fov = parseFloat( preferences.fov );
                //   this.game.world.resize();

                //   this.game.themes.setTheme( preferences.theme );

                //   return true;

                // } catch (e) {

                this.game.controls.flipConfig = 0;
                this.game.scrambler.scrambleLength = 20;

                this.game.world.fov = 10;
                this.game.world.resize();

                this.game.themes.setTheme('cube');

                this.savePreferences();

                return false;

                // }

            }

            savePreferences() {

                // const preferences = {
                //   flipConfig: this.game.controls.flipConfig,
                //   scrambleLength: this.game.scrambler.scrambleLength,
                //   fov: this.game.world.fov,
                //   theme: this.game.themes.theme,
                // };

                // localStorage.setItem( 'theCube_preferences', JSON.stringify( preferences ) );

            }

            clearPreferences() {

                // localStorage.removeItem( 'theCube_preferences' );

            }

        }

        class Themes {

            constructor(game) {

                this.game = game;
                this.theme = null;

                this.colors = {
                    cube: {
                        U: 0xfff7ff, // white
                        D: 0xffef48, // yellow
                        F: 0xef3923, // red
                        R: 0x41aac8, // blue
                        B: 0xff8c0a, // orange
                        L: 0x82ca38, // green
                        P: 0x08101a, // piece
                        G: 0xd1d5db, // background
                    },
                    erno: {
                        U: 0xffffff, // white
                        D: 0xffd500, // yellow
                        F: 0xc41e3a, // red
                        R: 0x0051ba, // blue
                        B: 0xff5800, // orange
                        L: 0x009e60, // green
                        P: 0x111111, // piece
                        G: 0x8abdff, // background
                    },
                    dust: {
                        U: 0xfff6eb, // white
                        D: 0xe7c48d, // yellow
                        F: 0x8f253e, // red
                        R: 0x607e69, // blue
                        B: 0xbe6f62, // orange
                        L: 0x849f5d, // green
                        P: 0x111111, // piece
                        G: 0xE7C48D, // background
                    },
                    camo: {
                        U: 0xfff6eb, // white
                        D: 0xbfb672, // yellow
                        F: 0x805831, // orange
                        R: 0x718456, // green
                        B: 0x37241c, // red
                        L: 0x37431d, // blue
                        P: 0x111111, // piece
                        G: 0xBFB672, // background
                    },
                    rain: {
                        U: 0xfafaff, // white
                        D: 0xedb92d, // yellow
                        F: 0xce2135, // red
                        R: 0x449a89, // blue
                        B: 0xec582f, // orange
                        L: 0xa3a947, // green
                        P: 0x111111, // piece
                        G: 0x87b9ac, // background
                    },
                };

            }

            setTheme(theme) {

                if (theme === this.theme) return;

                this.theme = theme;

                const colors = this.colors[this.theme];

                this.game.cube.pieces.forEach(piece => {

                    piece.userData.cube.material.color.setHex(colors.P);

                });

                this.game.cube.edges.forEach(edge => {

                    edge.material.color.setHex(colors[edge.name]);

                });

                this.game.dom.rangeHandles.forEach(handle => {

                    handle.style.background = '#' + colors.R.toString(16).padStart(6, '0');

                });

                this.game.confetti.updateColors(colors);

                this.game.dom.back.style.background = '#' + colors.G.toString(16).padStart(6, '0');

            }

        }

        class IconsConverter {

            constructor(options) {

                options = Object.assign({
                    tagName: 'icon',
                    className: 'icon',
                    styles: false,
                    icons: {},
                    observe: false,
                    convert: false,
                }, options || {});

                this.tagName = options.tagName;
                this.className = options.className;
                this.icons = options.icons;

                this.svgTag = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
                this.svgTag.setAttribute('class', this.className);

                if (options.styles) this.addStyles();
                if (options.convert) this.convertAllIcons();

                if (options.observe) {

                    const MutationObserver = window.MutationObserver || window.WebKitMutationObserver;
                    this.observer = new MutationObserver(mutations => {
                        this.convertAllIcons();
                    });
                    this.observer.observe(document.documentElement, {
                        childList: true,
                        subtree: true
                    });

                }

                return this;

            }

            convertAllIcons() {

                document.querySelectorAll(this.tagName).forEach(icon => {
                    this.convertIcon(icon);
                });

            }

            convertIcon(icon) {

                const svgData = this.icons[icon.attributes[0].localName];

                if (typeof svgData === 'undefined') return;

                const svg = this.svgTag.cloneNode(true);
                const viewBox = svgData.viewbox.split(' ');

                svg.setAttributeNS(null, 'viewBox', svgData.viewbox);
                svg.style.width = viewBox[2] / viewBox[3] + 'em';
                svg.style.height = '1em';
                svg.innerHTML = svgData.content;

                icon.parentNode.replaceChild(svg, icon);

            }

            addStyles() {

                const style = document.createElement('style');
                style.innerHTML = `.${this.className} { display: inline-block; font-size: inherit; overflow: visible; vertical-align: -0.125em; preserveAspectRatio: none; }`;
                document.head.appendChild(style);

            }

        }

        const Icons = new IconsConverter({

            icons: {
                'settings': {
                    viewbox: '0 0 512 512',
                    content: '<path fill="currentColor" d="M444.788 291.1l42.616 24.599c4.867 2.809 7.126 8.618 5.459 13.985-11.07 35.642-29.97 67.842-54.689 94.586a12.016 12.016 0 0 1-14.832 2.254l-42.584-24.595a191.577 191.577 0 0 1-60.759 35.13v49.182a12.01 12.01 0 0 1-9.377 11.718c-34.956 7.85-72.499 8.256-109.219.007-5.49-1.233-9.403-6.096-9.403-11.723v-49.184a191.555 191.555 0 0 1-60.759-35.13l-42.584 24.595a12.016 12.016 0 0 1-14.832-2.254c-24.718-26.744-43.619-58.944-54.689-94.586-1.667-5.366.592-11.175 5.459-13.985L67.212 291.1a193.48 193.48 0 0 1 0-70.199l-42.616-24.599c-4.867-2.809-7.126-8.618-5.459-13.985 11.07-35.642 29.97-67.842 54.689-94.586a12.016 12.016 0 0 1 14.832-2.254l42.584 24.595a191.577 191.577 0 0 1 60.759-35.13V25.759a12.01 12.01 0 0 1 9.377-11.718c34.956-7.85 72.499-8.256 109.219-.007 5.49 1.233 9.403 6.096 9.403 11.723v49.184a191.555 191.555 0 0 1 60.759 35.13l42.584-24.595a12.016 12.016 0 0 1 14.832 2.254c24.718 26.744 43.619 58.944 54.689 94.586 1.667 5.366-.592 11.175-5.459 13.985L444.788 220.9a193.485 193.485 0 0 1 0 70.2zM336 256c0-44.112-35.888-80-80-80s-80 35.888-80 80 35.888 80 80 80 80-35.888 80-80z" class=""></path>',
                },
                'back': {
                    viewbox: '0 0 512 512',
                    content: '<path transform="translate(512, 0) scale(-1,1)" fill="currentColor" d="M503.691 189.836L327.687 37.851C312.281 24.546 288 35.347 288 56.015v80.053C127.371 137.907 0 170.1 0 322.326c0 61.441 39.581 122.309 83.333 154.132 13.653 9.931 33.111-2.533 28.077-18.631C66.066 312.814 132.917 274.316 288 272.085V360c0 20.7 24.3 31.453 39.687 18.164l176.004-152c11.071-9.562 11.086-26.753 0-36.328z" class=""></path>',
                },
                'trophy': {
                    viewbox: '0 0 576 512',
                    content: '<path fill="currentColor" d="M552 64H448V24c0-13.3-10.7-24-24-24H152c-13.3 0-24 10.7-24 24v40H24C10.7 64 0 74.7 0 88v56c0 66.5 77.9 131.7 171.9 142.4C203.3 338.5 240 360 240 360v72h-48c-35.3 0-64 20.7-64 56v12c0 6.6 5.4 12 12 12h296c6.6 0 12-5.4 12-12v-12c0-35.3-28.7-56-64-56h-48v-72s36.7-21.5 68.1-73.6C498.4 275.6 576 210.3 576 144V88c0-13.3-10.7-24-24-24zM64 144v-16h64.2c1 32.6 5.8 61.2 12.8 86.2-47.5-16.4-77-49.9-77-70.2zm448 0c0 20.2-29.4 53.8-77 70.2 7-25 11.8-53.6 12.8-86.2H512v16zm-127.3 4.7l-39.6 38.6 9.4 54.6c1.7 9.8-8.7 17.2-17.4 12.6l-49-25.8-49 25.8c-8.8 4.6-19.1-2.9-17.4-12.6l9.4-54.6-39.6-38.6c-7.1-6.9-3.2-19 6.7-20.5l54.8-8 24.5-49.6c4.4-8.9 17.1-8.9 21.5 0l24.5 49.6 54.8 8c9.6 1.5 13.5 13.6 6.4 20.5z" class=""></path>',
                },
                'share': {
                    viewbox: '0 0 36 50',
                    content: '<path fill="currentColor" d="M19,4.414L19,32C19,32.552 18.552,33 18,33C17.448,33 17,32.552 17,32L17,4.414L10.707,10.707C10.317,11.098 9.683,11.098 9.293,10.707C8.902,10.317 8.902,9.683 9.293,9.293L18,0.586L26.707,9.293C27.098,9.683 27.098,10.317 26.707,10.707C26.317,11.098 25.683,11.098 25.293,10.707L19,4.414ZM34,18L26,18C25.448,18 25,17.552 25,17C25,16.448 25.448,16 26,16L36,16L36,50L0,50L0,16L10,16C10.552,16 11,16.448 11,17C11,17.552 10.552,18 10,18L2,18L2,48L34,48L34,18Z" />',
                },
            },

            convert: true,

        });

        const MENU = 0;
        const PLAYING = 1;
        const COMPLETE = 2;
        const STATS = 3;
        const PREFS = 4;

        const SHOW = true;
        const HIDE = false;

        class Game {

            constructor() {

                const qs = document.querySelector.bind(document);
                const qsa = document.querySelectorAll.bind(document);

                this.dom = {
                    ui: qs('.ui'),
                    game: qs('.ui__game'),
                    back: qs('.ui__background'),
                    texts: qs('.ui__texts'),
                    prefs: qs('.ui__prefs'),
                    stats: qs('.ui__stats'),
                    texts: {
                        title: qs('.text--title'),
                        note: qs('.text--note'),
                        timer: qs('.text--timer'),
                        stats: qs('.text--timer'),
                        complete: qs('.text--complete'),
                        best: qs('.text--best-time'),
                    },
                    buttons: {
                        prefs: qs('.btn--prefs'),
                        back: qs('.btn--back'),
                        stats: qs('.btn--stats'),
                    },
                    rangeHandles: qsa('.range__handle div'),
                };

                this.world = new World(this);
                this.cube = new Cube(this);
                this.controls = new Controls(this);
                this.scrambler = new Scrambler(this);
                this.transition = new Transition(this);
                this.timer = new Timer(this);
                this.preferences = new Preferences(this);
                this.scores = new Scores(this);
                this.storage = new Storage(this);
                this.confetti = new Confetti(this);
                this.themes = new Themes(this);

                this.initActions();

                this.state = MENU;
                this.saved = false;
                this.newGame = false;

                this.storage.init();
                this.preferences.init();
                this.transition.init();

                this.scores.calcStats();

                setTimeout(() => {

                    this.transition.float();
                    this.transition.cube(SHOW);

                    setTimeout(() => this.transition.title(SHOW), 700);
                    setTimeout(() => this.transition.buttons(['prefs', 'stats'], []), 1000);

                }, 500);

            }

            initActions() {

                let tappedTwice = false;

                this.dom.game.onclick = event => {

                    if (this.transition.activeTransitions > 0) return;
                    if (this.state === PLAYING) return;

                    if (this.state === MENU) {

                        if (!tappedTwice) {

                            tappedTwice = true;
                            setTimeout(() => tappedTwice = false, 300);
                            return false;

                        }

                        if (!this.saved) {

                            this.scrambler.scramble();
                            this.controls.scrambleCube();
                            this.newGame = true;

                        }

                        const duration = this.saved ? 0 : this.scrambler.converted.length * this.controls.flipSpeeds[0];

                        this.state = PLAYING;
                        this.saved = true;

                        this.transition.buttons([], ['stats', 'prefs']);

                        this.transition.zoom(PLAYING, duration);
                        this.transition.title(HIDE);

                        setTimeout(() => {

                            this.transition.timer(SHOW);
                            this.transition.buttons(['back'], []);

                        }, this.transition.durations.zoom - 1000);

                        setTimeout(() => {

                            this.controls.enable();
                            if (!this.newGame) this.timer.start(true);

                        }, this.transition.durations.zoom);

                    } else if (this.state === COMPLETE) {

                        this.state = STATS;
                        this.saved = false;

                        this.transition.timer(HIDE);
                        this.transition.complete(HIDE, this.bestTime);
                        this.transition.cube(HIDE);
                        this.timer.reset();

                        setTimeout(() => {

                            this.cube.reset();
                            this.confetti.stop();

                            this.transition.stats(SHOW);
                            this.transition.elevate(0);

                        }, 1000);

                        return false;

                    } else if (this.state === STATS) {

                        this.state = MENU;

                        this.transition.buttons(['stats', 'prefs'], []);

                        this.transition.stats(HIDE);

                        setTimeout(() => this.transition.cube(SHOW), 500);
                        setTimeout(() => this.transition.title(SHOW), 1200);

                    } else if (this.state === PREFS) {

                        this.state = MENU;

                        this.transition.buttons(['stats', 'prefs'], []);

                        this.transition.preferences(HIDE);

                        setTimeout(() => this.transition.cube(SHOW), 500);
                        setTimeout(() => this.transition.title(SHOW), 1200);

                    }

                };

                this.controls.onMove = () => {

                    if (this.newGame) {

                        this.timer.start(true);
                        this.newGame = false;

                    }

                };

                this.dom.buttons.back.onclick = event => {

                    if (this.transition.activeTransitions > 0) return;
                    if (this.state !== PLAYING) return;

                    this.state = MENU;

                    this.transition.buttons(['stats', 'prefs'], ['back']);

                    this.transition.zoom(MENU, 0);

                    this.controls.disable();
                    if (!this.newGame) this.timer.stop();
                    this.transition.timer(HIDE);

                    setTimeout(() => this.transition.title(SHOW), this.transition.durations.zoom - 1000);

                    this.playing = false;
                    this.controls.disable();

                };

                this.dom.buttons.prefs.onclick = event => {

                    if (this.transition.activeTransitions > 0) return;

                    this.state = PREFS;

                    this.transition.buttons([], ['stats', 'prefs']);

                    this.transition.title(HIDE);
                    this.transition.cube(HIDE);

                    setTimeout(() => this.transition.preferences(SHOW), 1000);

                };

                this.dom.buttons.stats.onclick = event => {

                    if (this.transition.activeTransitions > 0) return;

                    this.state = STATS;

                    this.transition.buttons([], ['stats', 'prefs']);

                    this.transition.title(HIDE);
                    this.transition.cube(HIDE);

                    setTimeout(() => this.transition.stats(SHOW), 1000);

                };

                this.controls.onSolved = () => {

                    this.transition.buttons([], ['back']);

                    this.state = COMPLETE;
                    this.saved = false;

                    this.controls.disable();
                    this.timer.stop();
                    this.storage.clearGame();

                    this.bestTime = this.scores.addScore(this.timer.deltaTime);

                    this.transition.zoom(MENU, 0);
                    this.transition.elevate(SHOW);

                    setTimeout(() => {

                        this.transition.complete(SHOW, this.bestTime);
                        this.confetti.start();

                    }, 1000);

                };

            }

        }

        window.game = new Game();
    </script>
</body>

</html>